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Min/Max 3.x / Re: Creating a good Fighter/ranger/dread commando combo... tips?
« on: January 20, 2012, 12:31:21 PM »
I posted this on the old board looking for sugggestions and the main one that kept comming up was to get into grave touched ghoul. ( As the DM had a cleric around every corner that was not an option) There was also some suggestions on changing the choice of rings.
The idea was to be effective even without the magic items (as AMFs were a common occurance in the setting) as a wizard killing specalist. Fast, he always attacks first( using the belt of battle he can even go second as well), sneaky( very high hide skill and Vecna blooded means divination can't find him), attack and hide again before the target hit's the ground, repeat. At this level you are only 2 behind the front line fighter in BAB, can cast cleric and assassin spells, high UMD means you can use scrolls or items for extra casting if needed.
Quote
A recent thread got me to thinking about an assassin who uses dex and speed to get the job done. Hide, move in to hit, move away to hide again.
Here's the build so far (we do 4d6, reroll 1's)
Str 14
Dex 26
Con 16
Int 23
Wis 19
Cha 20
(As he's evil he has used Steal Life spells to prolong his life thus the high mental stats)
Ranger2(Arcane Hunter ACF)/ Swashbuckler1/ Fighter2( ACF Hit & Run)/ Cloistered Cleric1(Access to Knowledge Devotion)/ Dread Commando 5/ Assassin 3
Templates are Shadow Creature (for a +2LA by DM, Will not count toward ECL) and Vecna Blooded for +1 LA
Feats
Ancestor: Warrior Instinct
Human: Dodge
Flaw: Telling Blow
Flaw: Craven
1: Improved Initiative
1: Ranger: Track, Favored Enemy Arcanist
2: Ranger Combat Style: Two Weapon Fighting
3: Foe Specialist
3: Swashbuckler: Weapon Finese
4: Fighter Bonus Feat: Weapon Focus Rapier
5: Fighter Bonus Feat: Mobility
6: Power Critical Rapier
9: Improved Critical Rapier
12: Leadership
15: Spring Attack
Domains( Both Cleared by DM)
Celerity: +2 to Dex and Inititive, +10 ft to move
Mysticism: Add Cha Mod to Saving throws
Knowledge: Knowledge skills are now class skills
Knowledge Domain at rank 40 (Scholar: Once per day, negate a single ability of an enemy creature that you've discovered using a successful Knowledge check )
Full attack 23/ 22/ 18/ 17
Regular Attack is 1d6 +4 (with magic weapon +1 Baaatorian Steel, Bane, Deadly precision Maiming) Primary attack and 1d4+2 off Hand
Sneak Attack 9d6 + 27
If the target uses Arcane spells or spell like abilities Add 3d6 +6
Crits on 15 - 20 (Crit Damage is 1d6 + 19 x 1d4)
Init is 30 (+4feat, +2ACF, +5Dread Commando Level, +2Domain, +8Dex and +9Magic Items)
Skill Tricks
Find the weak point: Use spot check against AC and treat next Attack as Touch Attack
Mosquito's Bite: Taget will think I miss on first attack
Move should be 90 with templates, doman and Collar of Umbral Metamorphisis.
Hide skill 52
Move Silently 45
Magic Items of note:
Belt of Battle
Bracers of Murder Combined with Deathstrike Bracers
Ring of Anticipation to reroll Init Checks
Ring of Invisibility
Magic Location Effects:
Terrible Cyst: Smite good once per day
Otyttugh Hole: Iron Will
The Hghest Spire: Agile Athlete, Dex instead of strenght to Climb and jump
Using an Artificer as a Cohort who has done everything to reduce cost of crafting for magic items.
The idea was to be effective even without the magic items (as AMFs were a common occurance in the setting) as a wizard killing specalist. Fast, he always attacks first( using the belt of battle he can even go second as well), sneaky( very high hide skill and Vecna blooded means divination can't find him), attack and hide again before the target hit's the ground, repeat. At this level you are only 2 behind the front line fighter in BAB, can cast cleric and assassin spells, high UMD means you can use scrolls or items for extra casting if needed.